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Heat Metal: Difference between revisions

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{{SpellPage
{{Feature page
| name = Heat Metal
| type = spell
| image = Heat Metal.webp
| uid = Target_HeatMetal
| level = 2
| level = 2
| school = Transmutation
| school = Transmutation
| ritual =
| summary = This spell allows spellcasters to heat up a metal weapon or armour on the targeted creature, forcing them to let go or receive damage or suffer various penalties.
| classes = Bard, Druid
| description = Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive {{Disadvantage}} on {{Attack Roll}}s and [[Ability Check|Ability Checks]].
| class learns at level 3 = Bard, Druid
| class learns at level 2 =
| races =
| race learns at level 1 =
| race learns at level 2 =
| summary = This spell allows spellcasters to heat up a metal weapon or armour on the targeted creature, forcing them to let go or receive damage or suffer various penalties.  
| description = Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive {{Disadvantage}} on {{Attack Roll}}s and [[Ability Check|Ability Checks]].  
| extra description = If the creature is only wearing metal armour, it always receives Disadvantage.
| extra description = If the creature is only wearing metal armour, it always receives Disadvantage.


If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another {{DamageText|2d8|Fire}} and force the creature to let go or receive Disadvantage.
If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another {{DamageText|2d8|Fire}} and force the creature to let go or receive Disadvantage.
| cost = action, spell2
| attack roll =
| damage = 2d8
| damage = 2d8
| damage modifier =
| damage type = Fire
| damage type = Fire
| damage save =
| cost = action, spell2
| damage save effect =
| damage per =
| extra damage =
| extra damage modifier =
| extra damage type =
| extra damage save =
| extra damage save effect =
| extra damage per =
| concentration = yes
| save = CON
| save = CON
| on save = Target takes full damage, but suffers {{Disadvantage}} on attack rolls instead of being disarmed
| range = ranged
| range = ranged
| range m =
| concentration = yes
| range ft =
| higher levels = [[Upcasting]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Fire}} damage for each spell slot level above 2nd.
| aoe =
| spell flags = HasSomaticComponent, HasVerbalComponent, IsConcentration, IsHarmful, IsSpell
| aoe m =
| grants = Reapply Heat Metal
| aoe ft =
| condition 1 = Heat Metal
| condition = Heat Metal
| condition 1 dc = caster
| condition duration = 10
| condition 1 duration = 10
| condition save = Constitution
| condition 1 save = Constitution
| condition dc = caster
| condition 2 = Heat Metal: Reapply Damage
| condition2= Heat Metal: Reapply Damage
| condition 2 duration = 9
| condition2 duration = 9
| classes = Bard, Druid
| area =
| class learns at level 3 = Bard, Druid
| area category =
| used by creatures = Magma Mephit
| area shape =
| notes =
| area range m =
* The bonus action cast provided by the {{cond|Heat Metal}} condition receives the same upcasting damage bonus as the main cast.
| area range ft =
* The bonus action recast is not available until the caster's next turn.
| area duration =
* Having resistance or immunity to fire does not prevent the weapon disarm effect.
| area turn start damage =
* {{SAI|Reapply Heat Metal}} is a "granted" spell, or one that can be [[:Category:Recastable_spells|recast]]. Granted spells are issued to the caster after casting the original, and can be cast again without spending another spell slot as long as {{Concentration}} is not broken. Granted spells such as this are not directly tied to the casters' repertoire of known spells (i.e., their spellbook icon in the game). Therefore, if a granted spell is cast when multiclassing, subsequent recasts (in this case, {{SAI|Reapply Heat Metal}}) use the spellcasting modifier of the most recently acquired spellcasting class rather than the spellcasting modifier that was used for the initial casting of Heat Metal. In this case, it may result in an unexpectedly low spell save DC.
| area turn start damage type =
| bugs =
| area turn start damage save =
* Due to a coding error, the condition which provides Disadvantage to the target (applied after a successful saving throw) is removed if another unrelated condition is removed from the target.
| area turn start damage save effect =
** This particular bug only affects the level 2 version of this spell.
| area turn end damage =
* Due to a coding error, the condition which provides Disadvantage to the target will {{em|not}} automatically be removed if the Heat Metal spell is ended early.
| area turn end damage type =
** This particular bug affects all levels of this spell.
| area turn end damage save =
* Heat Metal cast at level 4 deals only {{DamageText|2d8|Fire}}, and its tooltip does not display the damage that Reapply Heat Metal will deal.
| area turn end damage save effect =
** It additionally lacks several other functors found in other levels of this spell.
| area condition =
** Reapply Heat Metal cast at level 4 correctly deals {{DamageText|4d8|Fire}}.
| area condition 2 =
* Reapply Heat Metal cast at levels 5 and 6 incorrectly display their tooltip damage as the level 3 version.
| area condition 3 =
| area condition 4 =
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Fire}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd.
| notes = *The bonus action cast provided by the {{cond|Heat Metal}} condition receives the same upcasting damage bonus as the main cast.
| video =
}}
}}


== External Links ==
== External links ==
* {{FRWiki|Heat metal|long}}
* {{FRWiki|Heat metal|long}}


[[Category:Recastable spells]]
[[Category:Sources of Fire damage]]
[[Category:Sources of Fire damage]]

Latest revision as of 15:40, 27 February 2025

Heat Metal.webp
Heat Metal is a level 2 transmutation spell. This spell allows spellcasters to heat up a metal weapon or armour on the targeted creature, forcing them to let go or receive damage or suffer various penalties.

Description

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.

If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8Damage TypesFire and force the creature to let go or receive Disadvantage.

Properties

Cost
Action +  Level 2 Spell Slot
Damage: 2~16
D8 Fire.png
2d8Damage TypesFire
Details
CON Save (On Save: Target takes full damage, but suffers Disadvantage Icon.png Disadvantage on attack rolls instead of being disarmed)
 Range: 18 m / 60 ft
Concentration Concentration

At higher levels

Upcasting: Casting this spell at a higher level deals an extra 1d8Damage TypesFire damage for each spell slot level above 2nd.

Technical details

Grants:

Condition: Heat Metal

Heat Metal Heat Metal

Duration: 10 turns

Spell save DC  Constitution saving throw

  • Heats up a metal weapon or armour on a creature with no save (weapon is automatically prioritized).
  • Metal weapons are dropped if the creature holding it fails their initial Saving throw.
  • If the creature is touching the heated metal item, they receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.
  • Each subsequent turn, if the creature is still touching the metal, the spellcaster can use Reapply Heat Metal Reapply Heat Metal to deal another 2d8Damage TypesFire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon).

Condition: Heat Metal: Reapply Damage

Heat Metal: Reapply Damage Heat Metal: Reapply Damage

Duration: 9 turns

Constitution saving throw

Creature can reapply the damage dealt by the heated metal.

How to learn

Classes:

Used by creatures: Magma Mephit

Notes

  • The bonus action cast provided by the Heat Metal Heat Metal condition receives the same upcasting damage bonus as the main cast.
  • The bonus action recast is not available until the caster's next turn.
  • Having resistance or immunity to fire does not prevent the weapon disarm effect.
  • Reapply Heat Metal Reapply Heat Metal is a "granted" spell, or one that can be recast. Granted spells are issued to the caster after casting the original, and can be cast again without spending another spell slot as long as Concentration Concentration is not broken. Granted spells such as this are not directly tied to the casters' repertoire of known spells (i.e., their spellbook icon in the game). Therefore, if a granted spell is cast when multiclassing, subsequent recasts (in this case, Reapply Heat Metal Reapply Heat Metal) use the spellcasting modifier of the most recently acquired spellcasting class rather than the spellcasting modifier that was used for the initial casting of Heat Metal. In this case, it may result in an unexpectedly low spell save DC.

Bugs

  • Due to a coding error, the condition which provides Disadvantage to the target (applied after a successful saving throw) is removed if another unrelated condition is removed from the target.
    • This particular bug only affects the level 2 version of this spell.
  • Due to a coding error, the condition which provides Disadvantage to the target will not automatically be removed if the Heat Metal spell is ended early.
    • This particular bug affects all levels of this spell.
  • Heat Metal cast at level 4 deals only 2d8Damage TypesFire, and its tooltip does not display the damage that Reapply Heat Metal will deal.
    • It additionally lacks several other functors found in other levels of this spell.
    • Reapply Heat Metal cast at level 4 correctly deals 4d8Damage TypesFire.
  • Reapply Heat Metal cast at levels 5 and 6 incorrectly display their tooltip damage as the level 3 version.

External links[edit | edit source]